CIV5Civilizations

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civ5civilizations.xml

  • The civ5civilizations.xml file contains definitions for the Civilizations.
  • The reference field in the tables below indicates the table and column the entry is linked to.
  • This information is taken from the Kael's Modder's Guide to Civilization 5.

Civilizations

Civilizations Table
Name Type Reference Default Notes
ID integer Primary Key,Autoincrement
Type text Not Null,Unique, key used to reference this civilization typically in the CIVILIZATION_<name> format
Description text Text string description of the civ, for America it is "American Empire" located in the TXT_KEY_CIV_AMERICA_DESC
Civilopedia text NULL NOT USED
CivilopediaTag text starting text string for the pedia entry
Strategy text Ask Paul NOT USED
Playable boolean true If true, human player can select this civ.
AIPlayable boolean true If true, the AI can select this civ. Setting both Playable and AIPlayable to false is a good way to remove a civ from a game, without actually deleting the assets (and makes other mods compatible)
ShortDescription text NULL The short text string for this civ. For america its "America"
Adjective text NULL The text string for the qualifier to things that belong to this civ. For American, its "American"
DefaultPlayerColor text NULL The default color of this civ for borders, unit flags, etc. The color has to be specified in the CIV5PlayerColors
ArtDefineTag text NULL NOT USED
ArtStyleType text NULL Defines the art style used for buildings that are used in this civilization's cities
ArtStyleSuffix text NULL Used to pick different flavors of improvements and wonder art
ArtStylePrefix text NULL Used to pick different flavors of improvements and wonder art
DerivativeCiv text NULL NOT USED
PortraitIndex integer -1 The number of the icon in the icon atlas used for this civ
IconAtlas text IconTextureAtlases(Atlas) NULL The Icon Atlas that holds the icons for this civ
AlphaIconAtlas text IconTextureAtlases(Atlas) NULL The Icon Atlas that has the alpha layer for this icon
MapImage text NULL The picture (as a .dds file) that is displayed when the civ is selected from the civilization selection menu. Typically this is a map of the civilization
DawnOfManQuote text NULL The text string that is displayed on the loading (Dawn of Man) screen
DawnOfManImage text NULL The picture (as a .dds file) that is shown on the loading (Dawn of Man) screen
DawnOfManAudio text NULL The audio file that is played the loading (Dawn of Man) screen. Typically this is the reading of the Quote

Civilization_BuildingClassOverrides

  • CIV5BuildingClasses contains the definitions of the BuildingClasses referenced in this table.
  • CIV5Buildings contains the definitions of the Buildings referenced in this table.
Civilization_BuildingClassOverrides Table
Name Type Reference Notes
CivilizationType text Civilizations(Type) Name (Type) of civilization to have building defined
BuildingClassType text BuildingClasses(Type) Not Null
BuildingType text Buildings(Type) This defines a civ's Unique Buildings and can be used to block civs from building a specific building, for example a minor civ from building the Sydney Opera House, when tag is left empty: <BuildingType/>

Civilization_CityNames

  • This is a list of the available city names for a civilization.
Civilization_CityNames Table
Name Type Reference Notes
CivilizationType text Civilizations(Type) Name (Type) of civilization to have city name defined
CityName text Not Null, text string for available city name for a city

Civilization_DisableTechs

  • CIV5Technologies contains the definitions of the Technologies referenced in this table.
  • Any techs set here for a specific civilization won't be available for that civilization to research
Civilization_DisableTechs Table
Name Type Reference
CivilizationType text Civilizations(Type)
TechType text Technologies(Type)

Civilization_FreeBuildingClasses

  • CIV5BuildingClasses contains the definitions of the BuildingClasses referenced in this table.
  • This is the free buildings available to a civilization when they found their first city. By default all civilizations get a free palace.
Civilization_FreeBuildingClasses Table
Name Type Reference
CivilizationType text Civilizations(Type)
BuildingClassType text BuildingClasses(Type)

Civilization_FreeTechs

  • CIV5Technologies contains the definitions of the Technologies referenced in this table.
  • These are the free techs a civilization starts with. By default all civilizations get agriculture.
Civilization_FreeTechs Table
Name Type Reference
CivilizationType text Civilizations(Type)
TechType text Technologies(Type)

Civilization_FreeUnits

  • CIV5UnitClasses contains the definitions of the UnitClasses referenced in this table.
  • CIV5UnitAIInfos contains the definitions of the UnitAIInfos referenced in this table.
  • These are the units the civilization starts with. By default all civilizations are set to start with 1 free settler (Count=1).
Civilization_FreeUnits Table
Name Type Reference
CivilizationType text Civilizations(Type)
UnitClassType text UnitClasses(Type)
UnitAIType text UnitAIInfos(Type)
Count integer

Civilization_Leaders

  • This is where leaders are associated to their civilizations. In Civ5 each civilization can only have 1 leader.
Civilization_Leaders Table
Name Type Reference
CivilizationType text Civilizations(Type)
LeaderheadType text Leaders(Type)

Civilization_UnitClassOverrides

  • CIV5UnitClasses contains the definitions of the UnitClasses referenced in this table.
  • CIV5Units contains the definitions of the Units referenced in this table.

Much like the building class overrides this is where unique units are set with the unit they replace for this civilization and civilizations are blocked from building units.

Civilization_UnitClassOverrides Table
Name Type Reference Notes
CivilizationType text Civilizations(Type)
UnitClassType text UnitClasses(Type) Not Null
UnitType text Units(Type)

Civilization_Start_Along_Ocean

  • If a civilization has this set the game will attempt to start them along a coastal tile.
  • Each civ can have ONLY one of the 4 start bias, if a civilization has more than one, the 1st one will be used, and others will be ignored
Civilization_Start_Along_Ocean Table
Name Type Reference Default
CivilizationType text Civilizations(Type)
StartAlongOcean boolean false

Civilization_Start_Along_River

  • If a civilization has this set the game will attempt to start them along a river tile.
  • Each civ can have ONLY one of the 4 start bias, if a civilization has more than one, the 1st one will be used, and others will be ignored
Civilization_Start_Along_River Table
Name Type Reference Default
CivilizationType text Civilizations(Type)
StartAlongRiver boolean false

Civilization_Start_Region_Priority

  • CIV5Regions contains the definitions of the Regions referenced in this table.
  • If a civilization has this set the game will attempt to start them in the specified region. For example Arabia has Desert set for this.
  • Each civ can have ONLY one of the 4 start bias, if a civilization has more than one, the 1st one will be used, and others will be ignored
  • Multiple entries per civ for each start priority/avoid are supported
Civilization_Start_Region_Priority Table
Name Type Reference
CivilizationType text Civilizations(Type)
RegionType text Regions(Type)

Civilization_Start_Region_Avoid

  • CIV5Regions contains the definitions of the Regions referenced in this table.
  • If a civilization has this set the game will attempt to avoid these regions when deciding the civilizations starting location. For example Egypt is set to avoid starts in Jungles.
  • Each civ can have ONLY one of the 4 start bias, if a civilization has more than one, the 1st one will be used, and others will be ignored. Will only be used if the first 3 bias are empty for a given civilization.
  • Multiple entries per civ for each start priority/avoid are supported
Civilization_Start_Region_Avoid Table
Name Type Reference
CivilizationType text Civilizations(Type)
RegionType text Regions(Type)


GlobalDefines

AI:

CIV5AICityStrategiesCIV5AIEconomicStrategiesCIV5AIGrandStrategiesCIV5AIMilitaryStrategiesCIV5CitySpecializationsCIV5TacticalMovesGlobalAIDefinesGlobalDiplomacyAIDefines

BasicInfos:

CIV5AttitudesCIV5CalendarsCIV5CitySizesCIV5ConceptsCIV5ContactsCIV5DenialInfosCIV5DomainsCIV5InvisibleInfosCIV5MajorCivApproachTypesCIV5MemoryInfosCIV5MinorCivApproachTypesCIV5MinorCivTraitsCIV5MonthsCIV5SeasonsCIV5UnitAIInfosCIV5UnitCombatInfos

Buildings; Civilizations; Diplomacy:

CIV5BuildingClassesCIV5BuildingsCIV5CivilizationsCIV5MinorCivilizationsCIV5RegionsCIV5TraitsCIV5Diplomacy_Responses

GameInfo:

CIV5ArtStyleTypesCIV5ClimatesCIV5CultureLevelsCIV5CursorsCIV5EmphasizeInfosCIV5ErasCIV5FlavorsCIV5GameOptionsCIV5GameSpeedsCIV5GoodyHutsCIV5HandicapInfosCIV5HurryInfosCIV5IconFontMappingCIV5IconTextureAtlasesCIV5MultiplayerOptionsCIV5PlayerOptionsCIV5PoliciesCIV5PolicyBranchTypesCIV5ProcessesCIV5ProjectsCIV5SeaLevelsCIV5SmallAwardsCIV5SpecialistsCIV5TradesCIV5TurnTimersCIV5VictoriesCIV5VotesCIV5VoteSourcesCIV5Worlds

Interface; Leaders; Misc; NewText; Technologies; Terrain:

CIV5ColorsCIV5InterfaceModesCIV5PlayerColorsCIV5LeaderTablesCIV5RoutesNotificationsText FilesCIV5TechnologiesCIV5FeaturesCIV5ImprovementsCIV5ResourceClassesCIV5ResourcesCIV5TerrainsCIV5Yields

Units:

CIV5AnimationCategoriesCIV5AnimationPathsCIV5AutomatesCIV5BuildsCIV5CommandsCIV5ControlsCIV5EntityEventsCIV5MissionsCIV5MultiUnitFormationsCIV5SpecialUnitsCIV5UnitClassesCIV5UnitMovementRatesCIV5UnitPromotionsCIV5Units